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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Merge pull request #22 from erorcun/master
CPed::Avoid and needed changes
This commit is contained in:
commit
f8438e8ab6
@ -2,4 +2,31 @@
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#include "patcher.h"
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#include "PedType.h"
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WRAPPER int32 CPedType::FindPedType(char *type) { EAXJMP(0x4EEC10); }
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CPedType* (&CPedType::ms_apPedType)[23] = *(CPedType * (*)[23]) * (int*)0x941594;
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WRAPPER void CPedType::LoadPedData(void) { EAXJMP(0x4EE8D0); }
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WRAPPER int32 CPedType::FindPedType(char* type) { EAXJMP(0x4EEC10); }
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void
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CPedType::Initialise()
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{
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debug("Initialising CPedType...\n");
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for (int i = 0; i < 23; i++) {
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ms_apPedType[i] = new CPedType;
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ms_apPedType[i]->m_Type.IntValue = 1;
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ms_apPedType[i]->field_4 = 0;
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ms_apPedType[i]->field_8 = 0;
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// Why field_C not initialized?
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ms_apPedType[i]->field_10 = 0;
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ms_apPedType[i]->field_14 = 0;
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ms_apPedType[i]->m_Threat.IntValue = 0;
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ms_apPedType[i]->m_Avoid.IntValue = 0;
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}
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debug("Loading ped data...\n");
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LoadPedData();
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debug("CPedType ready\n");
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}
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STARTPATCHES
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InjectHook(0x4EE7E0, &CPedType::Initialise, PATCH_JUMP);
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ENDPATCHES
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@ -1,7 +1,62 @@
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#pragma once
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class CPedType
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{
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#include "common.h"
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#include "templates.h"
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#include "Lists.h"
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class CPedType {
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public:
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static int32 FindPedType(char *type);
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union tPedTypeFlags
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{
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uint32 IntValue;
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struct
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{
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uint8 bPlayer1 : 1;
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uint8 bPlayer2 : 1;
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uint8 bPlayer3 : 1;
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uint8 bPlayer4 : 1;
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uint8 bCivmale : 1;
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uint8 bCivfemale : 1;
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uint8 bCop : 1;
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uint8 bGang1 : 1;
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uint8 bGang2 : 1;
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uint8 bGang3 : 1;
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uint8 bGang4 : 1;
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uint8 bGang5 : 1;
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uint8 bGang6 : 1;
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uint8 bGang7 : 1;
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uint8 bGang8 : 1;
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uint8 bGang9 : 1;
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uint8 bEmergency : 1;
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uint8 bProstitute : 1;
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uint8 bCriminal : 1;
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uint8 bSpecial : 1;
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uint8 bGun : 1;
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uint8 bCop_car : 1;
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uint8 bFast_car : 1;
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uint8 bExplosion : 1;
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uint8 bFireman : 1;
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uint8 bDeadpeds : 1;
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};
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};
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tPedTypeFlags m_Type;
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float field_4;
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float field_8;
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float field_C;
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float field_10;
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float field_14;
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tPedTypeFlags m_Threat;
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tPedTypeFlags m_Avoid;
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static CPedType* (&ms_apPedType)[23];
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static void Initialise();
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static void LoadPedData();
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static int32 FindPedType(char* type);
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};
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static_assert(sizeof(CPedType) == 0x20, "CPedType: error");
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@ -6,6 +6,8 @@
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#include "World.h"
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#include "DMaudio.h"
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#include "Ped.h"
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#include "PedType.h"
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#include "General.h"
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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@ -228,8 +230,6 @@ CPed::AimGun()
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}
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}
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// After I finished this I realized it's only for SCM opcode...
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void
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CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
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{
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@ -338,7 +338,7 @@ CPed::SetLookFlag(CPed *to, bool set)
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_4;
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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}
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@ -354,7 +354,7 @@ CPed::SetLookFlag(float angle, bool set)
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_4;
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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}
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@ -370,8 +370,6 @@ CPed::SetLookTimer(int time)
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bool
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CPed::OurPedCanSeeThisOne(CEntity* who)
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{
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float xDiff;
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float yDiff;
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float distance;
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CColPoint colpoint;
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CEntity* ent;
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@ -381,13 +379,15 @@ CPed::OurPedCanSeeThisOne(CEntity* who)
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ourPos = this->GetPosition();
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itsPos = who->GetPosition();
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xDiff = itsPos.x - ourPos.x;
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yDiff = itsPos.y - ourPos.y;
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CVector2D posDiff(
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itsPos.x - ourPos.x,
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itsPos.y - ourPos.y
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);
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if ((yDiff * this->GetUp().y) + (xDiff * this->GetUp().x) < 0.0f)
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if ((posDiff.y * this->GetForward().y) + (posDiff.x * this->GetForward().x) < 0.0f)
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return 0;
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distance = sqrt(yDiff * yDiff + xDiff * xDiff);
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distance = posDiff.Magnitude();
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if (distance < 40.0f)
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return 0;
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@ -396,6 +396,58 @@ CPed::OurPedCanSeeThisOne(CEntity* who)
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return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0);
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}
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void
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CPed::Avoid(void) {
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int8 temper;
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int moveState;
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CPed* nearestPed;
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float walkAngle;
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float distance;
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temper = m_pedStats->m_temper;
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if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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moveState = m_nMoveState;
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if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) {
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nearestPed = m_nearPeds[0];
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if (nearestPed) {
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if (nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C
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&& (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
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& CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
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// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
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// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
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walkAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
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// Original code was multiplying sin/cos with the number below, which is pointless because it's always 1.
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// ratio = 1.0f / sqrt(sin*sin + cos*cos);
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CVector2D walkedUpToPed(
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nearestPed->GetPosition().x - (1.25 * -sin(walkAngle) + GetPosition().x),
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nearestPed->GetPosition().y - (1.25 * cos(walkAngle) + GetPosition().y)
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);
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distance = walkedUpToPed.Magnitude();
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if (distance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
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+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
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% 1000 / 5;
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m_fRotationDest += DEGTORAD(45.0f);
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if (!m_ped_flagA10) {
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CPed::SetLookFlag(nearestPed, 0);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
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}
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}
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}
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}
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}
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}
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}
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STARTPATCHES
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InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
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InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
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@ -405,4 +457,5 @@ STARTPATCHES
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InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
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InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
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InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
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ENDPATCHES
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@ -3,10 +3,10 @@
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#include "Physical.h"
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#include "Weapon.h"
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#include "PedIK.h"
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#include "PedStats.h"
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#include "AnimManager.h"
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#include "AnimBlendClumpData.h"
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struct PedStat;
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struct CPathNode;
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enum {
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@ -95,9 +95,9 @@ public:
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float m_fCollisionSpeed;
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uint8 m_ped_flagA1 : 1;
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1;
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 m_ped_flagA8 : 1;
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uint8 m_ped_flagA10 : 1;
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uint8 m_ped_flagA10 : 1; // set when A20 just changed?
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uint8 m_ped_flagA20_look : 1;
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uint8 m_ped_flagA40 : 1;
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uint8 m_ped_flagA80 : 1;
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@ -114,7 +114,7 @@ public:
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uint8 m_ped_flagC4 : 1;
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uint8 m_ped_flagC8 : 1;
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uint8 m_ped_flagC10 : 1;
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uint8 m_ped_flagC20 : 1;
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uint8 m_ped_flagC20 : 1; // just left some body part?
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uint8 m_ped_flagC40 : 1;
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uint8 m_ped_flagC80 : 1;
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uint8 m_ped_flagD1 : 1;
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@ -129,7 +129,7 @@ public:
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uint8 m_ped_flagE2 : 1;
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uint8 m_ped_flagE4 : 1;
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uint8 m_ped_flagE8 : 1;
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uint8 m_ped_flagE10 : 1;
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uint8 m_ped_flagE10 : 1; // can't attack if it's set
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uint8 m_ped_flagE20 : 1;
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uint8 m_ped_flagE40 : 1;
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uint8 m_ped_flagE80 : 1;
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@ -166,7 +166,7 @@ public:
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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uint8 stuff10[15];
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int32 m_field_16C;
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CPed *m_field_16C;
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uint8 stuff12[44];
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int32 m_pEventEntity;
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float m_fAngleToEvent;
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@ -198,7 +198,10 @@ public:
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CPathNode *m_pLastPathNode;
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float m_fHealth;
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float m_fArmour;
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uint8 stuff2[34];
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uint8 stuff2[20];
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float m_fRotationCur;
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float m_fRotationDest;
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uint8 stuff13[6];
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CEntity *m_pCurrentPhysSurface;
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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@ -225,7 +228,10 @@ public:
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uint32 m_leaveCarTimer;
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uint32 m_getUpTimer;
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uint32 m_lookTimer;
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uint8 stuff9[34];
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uint32 m_standardTimer;
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uint32 m_attackTimer;
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uint32 m_lastHitTime;
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uint8 stuff9[22];
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uint8 m_bodyPartBleeding;
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uint8 m_field_4F3;
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CPed *m_nearPeds[10];
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@ -249,6 +255,7 @@ public:
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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bool OurPedCanSeeThisOne(CEntity* who);
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void Avoid(void);
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static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
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static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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@ -16,7 +16,7 @@ public:
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enum {
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FLAG_1,
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FLAG_2,
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FLAG_4,
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FLAG_4, // aims with arm
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};
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CPed* m_ped;
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@ -19,7 +19,7 @@ public:
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int32 m_nSpeedTimer;
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int32 m_nShotDelay;
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float field_1376;
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int8 field_1380;
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int8 field_1380; // set if can't attack, why?
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int8 field_1381;
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int8 field_1382;
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int8 field_1383;
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